after creating and deleting many characters for strat testing ive found these strats work well.....

get a 4 minion team
get 2 to have CoC/MM preferably MM
get 1 to train all AS
get the last minion to train 1/2 AMF 1/2 GA
tat:
-a RoBF on one of the mages would be nice,
-a SF would be nice
-a RoS would make you less prone to DM

i would prefer using the RoBF but thats just me. The others could prove to be better

order: EMME

ive been doing ALOT of testing with strats, seems as though strats with GA are more successful.

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3 minion strat:
get 1 minion to train full AS
get 1 minion to train 1/4 HP and full Shocking Grasp
get 1 minon to train 1/3 AMF and full HP

order:EMW

tat:
-RoBF on Wall

this strat without items is already decent. WITH items this strat is ownage.
get the appropriate mage/enchanter items for this strat and it wont let you down.

"well im not sure if archers are really as strong as your saying they are. kill a minion per round? maybe so if your talking about really huge net worth."

I suppose you're right. When I fight archers (Law, Heroes) they deal massive damage. For example, Ranger's Heroes character can quint-hit me, each for 1 mil damage. I only win because I have massive HP and (as many say, overpowered) GA.

the first strat can't beat competitive GA teams. There isn't enough HP on the mages. Don't do CoC. CoC requires a ridiculous amount of HP to survive GA/AMF especially at higher levels of play. It might work now, but when you're no longer getting an easy 100% challenge bonus anymore you'll start feeling the pain. There are other weaknesses, most of them are associated with having too little HP and double mages. They work, but they don't the best out there.

the 2nd strat is considerably better. I recommend the Wall to have a MgS. This team is vulnerable to tanks, but that's acceptable, at least it has more of a potential to challenge up longer allowing for more growth.

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